Func lod: Difference between revisions

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(added l4d+ specific fields, also exist in csgo)
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== Keyvalues ==
== Keyvalues ==
{{KV|Disappear Distance|integer|Distance at which these brushes should fade out.}}
{{KV|Disappear Distance|integer|Distance at which these brushes should fade out. Acts as "Min Disappear Distance" (and +800 as max distance) in L4D and newer games.}}
{{KV|Min Disappear Distance|integer|Distance at which these brushes should start fading out. {{L4D add}} }}
{{KV|Max Disappear Distance|integer|Distance at which these brushes should finish fading out. {{L4D add}} }}
{{KV|Solid|choices|Set whether or not these brushes should collide with other entities.}}
{{KV|Solid|choices|Set whether or not these brushes should collide with other entities.}}
:* 0 : Solid
:* 0 : Solid

Revision as of 07:33, 26 September 2019

Template:Base brush

Entity description

It is a brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons. Template:Brushmodel

Note.pngNote:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.

Keyvalues

Disappear Distance ([todo internal name (i)]) <integer>
Distance at which these brushes should fade out. Acts as "Min Disappear Distance" (and +800 as max distance) in L4D and newer games.
Min Disappear Distance ([todo internal name (i)]) <integer>
Distance at which these brushes should start fading out. Template:L4D add
Max Disappear Distance ([todo internal name (i)]) <integer>
Distance at which these brushes should finish fading out. Template:L4D add
Solid ([todo internal name (i)]) <choices>
Set whether or not these brushes should collide with other entities.
  • 0 : Solid
  • 1 : Nonsolid
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Outputs